WORKED
SHOOT
One-Line Pitch
The Game
The player is a wrestler. The other wrestler is an opponent in kayfabe, but a partner mechanically.
The goal is to create a match that gets over.
The match is judged on timing, drama, risk, cooperation, safety, character work, crowd heat, pacing, selling, and finish quality.
Primary mechanical thesis
THE OPPONENT IS NOT THE ENEMY. THE BAD MATCH IS THE ENEMY.
Closest reference stack
- DDR / Rock Band — rhythm, timing windows, cooperative performance.
- Tony Hawk — chaining sequences, risk/reward, style score.
- Fire Pro Wrestling — respect for wrestling logic and match feel.
- QWOP — physical comedy through coordination failure, but less hostile.
- Jackbox — party readability, audience pressure, streaming.
- Toys-to-life — optional physical ritual: figures, ring, belts, cards.
Core Loop
- Pick wrestlers. Each has style, ego, injury profile, moveset, lore, audience expectation.
- Pick match type. Technical classic, hardcore match, squash, lucha showcase, deathmatch, comedy, retirement match, etc.
- Enter the match. Players perform cooperative sequences through timing, positioning, rhythm prompts, and call-and-response inputs.
- Build heat. Work holds, strikes, bumps, taunts, reversals, weapon teases, near-falls, story beats.
- Manage danger. Keep trust high, exposure low, injuries controlled, stamina intact.
- Escalate. Bigger moves only land if the match earns them.
- Go home. Hit the planned finish or call an audible if the match has gone sideways.
- Receive rating. Star rating + crowd reaction + injuries + reputation changes + stream clips.
Essential Meters
These are the match’s real health bars.
Crowd investment. Rises through timing, escalation, character work, danger, comeback, near-falls.
Safety / cooperation. Drops after reckless moves, missed catches, sandbagging, ignored injury state.
How visible the seams are. If this maxes out, the crowd turns on the match.
Stamina. Low gas increases botch risk and lowers move quality.
Temptation to steal the match, overdo spots, ignore the plan, spam finishers, no-sell, or grandstand.
Exposure rises when
- Players visibly wait for spots.
- Opponent walks into position like an idiot.
- Strikes miss by too much.
- Selling is late, absent, or wildly disproportionate.
- A huge move gets no consequence.
- A weak move gets treated like attempted murder.
- Characters violate their gimmick logic.
- The camera sees cooperation too plainly.
- The pacing becomes pure move spam.
Move System
Every meaningful move has two sides: Giver and Taker.
Giver
- Initiates the move.
- Gets position.
- Creates believable force.
- Protects the taker.
- Hits the impact cue.
- Does not look tentative.
Taker
- Feeds into position.
- Assists lift / rotation.
- Tucks / braces / lands.
- Sells with correct intensity.
- Makes the giver look strong.
- Does not sandbag.
Example: Powerbomb
| Beat | Giver Input | Taker Input | Failure Result |
|---|---|---|---|
| 1 | Hook / pull in | Feed forward | Awkward setup, exposure rises |
| 2 | Lift timing | Jump assist | Sandbag look, trust drops |
| 3 | Stabilize | Balance / brace | Danger spike |
| 4 | Impact cue | Bump timing | Botch / injury risk |
| 5 | Post-impact pose | Sell | Move feels weightless |
Move difficulty
- Safe basics: lockup, shove, headlock, arm drag, bodyslam, bump, chop, taunt.
- Mid-tier: suplex, spinebuster, DDT, backbreaker, running corner spot, double-team.
- High risk: powerbomb, piledriver, top-rope dive, table spot, ladder spot, glass / deathmatch spot.
- Finishers: require earned heat, correct spacing, stamina, trust, and dramatic timing.
Signature Mechanic: Call The Spot
Players can briefly enter a hidden / semi-hidden communication state to propose the next sequence.
CALL THE SPOT: - suplex reversal into DDT - missed clothesline / rope rebound / spinebuster - table tease / denied / low blow - top-rope dive to outside - finisher / false finish / double down - go home early
The best players communicate inside the performance.
Scoring
The score is a star rating, not a win/loss health bar.
| Category | Meaning |
|---|---|
| Heat | Did the crowd care? |
| Flow | Did the match have rhythm and clean transitions? |
| Trust | Did both wrestlers protect each other? |
| Escalation | Did the violence build properly? |
| Variety | Did the match avoid spam? |
| Selling | Did damage register correctly? |
| Character Work | Did the wrestler behave like the wrestler? |
| Kayfabe Integrity | Did the match preserve illusion? |
| Finish Quality | Did the ending feel earned? |
| Safety | Did the workers avoid shoot catastrophe? |
Important
- A technically clean match can still be boring.
- A sloppy violent match can be legendary but costly.
- A botch is not automatic failure. The recovery is the test.
- The planned finish can change if the match demands it.
- The best ending makes the entire match feel inevitable.
Botches
A botch creates a crisis state, not an instant fail state.
After a botch, players can
- Improvise into a simpler sequence.
- Check on the opponent discreetly.
- Stall with crowd work.
- Let the manager / referee cover the gap.
- Switch to a safer finish.
- Turn the botch into character behavior.
- Call an audible and go home early.
Modes
Two-Player Co-op
Pure version. Two players perform one match together against the rating system.
Solo + AI Partner
Player works with an AI opponent. AI has tendencies: generous, reckless, selfish, brittle, washed, brilliant, etc.
Tag Match
Four-player chaos. Hot tags, double-team moves, broken pins, saves, bad communication.
Streamer Mode
Audience votes on stipulations, chants, weapons, run-ins, pressure spots, and post-match narratives.
Booker Mode
Build cards, assign finishes, manage injuries, protect stars, escalate feuds, deal with audience response.
Career Mode
Backyard shows to VFW halls to indie darling to deathmatch arc to TV deal to scandal to retirement match.
Match Types
| Type | Rewards | Punishes |
|---|---|---|
| Technical Classic | Reversals, chain sequences, pacing, psychology | Spam, cheap heat, random weapons |
| Hardcore Match | Risk, impact, weapon creativity, escalation | Meaningless prop spam |
| Squash | One wrestler looking monstrous; jobber losing beautifully | Jobber getting too much offense |
| Deathmatch | Visible consequence, dread, commitment | Safe-looking violence, weak escalation |
| Comedy | Timing, humiliation, reversals, crowd rhythm | Dead air, joke repetition |
| Lucha Showcase | Flow, aerial sequences, catches, speed | Clunky setup, hesitation |
| Strong Style | Stiffness, delayed selling, fighting spirit | Cartoon overselling, limp strikes |
| Soap-Opera Main Event | Near-falls, callbacks, betrayal, facial acting | Cold finish, emotionless work |
| Retirement Match | Memory, restraint, callbacks, finality | Random spectacle, ego spots |
Roster / Universe Hooks
The roster can pull from a UWC / PAIN MGMT-style universe: damaged spectacle, occult kayfabe, fake medicine, illegal broadcast, VHS training tape, corporate rot, doomed athletes, cursed gimmicks.
Character sheet
- Ring name
- Gimmick
- Shoot history
- Kayfabe history
- Injury record
- Enemies / allies
- Signature spots
- Banned moves
- Ego profile
- Merchandise line
- Entrance package
Performance stats
| Stat | Meaning |
|---|---|
| Timing | Hits sequences cleanly. |
| Trust | Works safely with others. |
| Stiffness | Looks real. Too high can hurt people. |
| Bump Skill | Takes offense beautifully. |
| Selling | Makes damage believable. |
| Heat | Makes the crowd care. |
| Ego | May steal moments or resist the finish. |
| Psychology | Understands match structure. |
| Hardcore Tolerance | Survives violent stipulations. |
| Improvisation | Recovers from disaster. |
| Kayfabe Discipline | Avoids exposure. |
| Gas Tank | Stamina. |
| Aura | Entrance, presence, myth. |
| Fragility | Risk of injury. |
Venue types
- Community college gym
- Condemned casino
- Public-access studio
- Pain clinic
- Corporate retreat
- Desert compound
- Parking lot
- Cruise ship
- Failed theme park
- Church basement
Streaming Layer
The matches are streamed. Viewers create pressure but should not fully control the match.
Chat can vote on
- Stipulation
- Weapon
- Chant
- Run-in
- “We want tables” pressure
- Whether a botch was forgiven
- Post-match interview question
- Next feud direction
Toys-To-Life Layer
Optional. Not required for MVP.
- NFC wrestler figures load characters, stats, injuries, rivals, and movesets.
- Ring mat detects placement.
- Ropes / corners detect interactions.
- Belts are physical objects with history.
- Weapon / stipulation cards modify match rules.
- Entrance music cards trigger presentation packages.
This makes the game feel ritualistic: toy catalog + illegal broadcast + wrestling simulator + cursed board game.
MVP
MVP match type
Indie Main Event. Neutral enough to test every core system.
MVP actions
- Lockup
- Strike
- Irish whip
- Bump
- Sell
- Taunt
- Slam
- Suplex
- DDT
- Dive
- Reversal
- Pin
- Kickout
- Finisher
- Call spot
- Go home
MVP meters
- Heat
- Trust
- Exposure
- Gas
- Damage
- Star Rating
Control Concept
Do not require players to physically perform dangerous wrestling moves. Abstract the performance.
Safe input options
- Controller buttons + analog positioning.
- Rhythm prompts.
- Dance pad / foot timing for arcade version.
- Phone gyro gestures for streamer / party version.
- Camera-tracked poses for taunts, selling, entrances, and crowd work only.
- Ring peripheral for toy version.
Physicality should feel theatrical, not actually dangerous.
Build Priorities
- Prototype the Giver/Taker timing system. One slam. One suplex. One bump. Make cooperation feel good.
- Prototype Exposure. The game must detect obvious fake-looking timing and spacing failure.
- Prototype Selling. Damage only matters if the player performs the aftermath correctly.
- Prototype Heat. Crowd meter should reward pacing, not just move difficulty.
- Prototype Botch Recovery. Failed move creates playable crisis state.
- Prototype Finish Logic. Ending must be earned by prior match structure.
- Add character stats. Same move feels different with different workers.
- Add one full match. Six minutes. Start, middle, escalation, finish, rating.
- Add stream pressure. Chat votes create temptation, not direct control.
- Only then expand roster, venues, lore, toys, booking, career.
North Star
CAN TWO PLAYERS MAKE A FAKE FIGHT FEEL REAL WITHOUT BREAKING THE OTHER PERSON WITHOUT BREAKING THE ILLUSION WITHOUT LOSING THE CROWD?
That question is the game.